Suggestions, Feedback & Bug Reports (OOC) > Module Feedback and Suggestions
Experimental Revision of the Resting system
Soren / Zarathustra217:
After discussions within the development team, we've agreed to experiment with revising how the resting system works. The motivation is mainly to make people feel less of an urge or need to hurry.
What we'll do for now is skip away with the three rest slot timer system and simply have one. The average time between rests will be considerably lowered, however, as you can see by this chart:
--- Code: ---Level: Duration between rests:
2-6 1 in-game hour/6 minutes
7-12 2 in-game hours/12 minutes
13+ 3 in-game hours/18 minutes
--- End code ---
As said, this is just an experiment for now, and we hope it won't cause any grief to you. Please try out in game how it feels and get back to us with your experiences.
Helaman:
More realistic and cool on one hand but its a fact that some of the harder dungeons actually NEED parties to rest to regain spells, healing etc.
An 18 minute wait before proceeding to the next area in the Scrag caves or at the Demonologists is both dangerous and boring... sure we can shoot the breeze for 18 minutes... so we clear the next area and then need another 18 minute rest before the final room. Spiders will be a major challenge if you get 2 unlucky saves and your cleric is out of Lesser Restorations then you are screwed unless you have a crossbow (longbows are auto affected by lower str even if they aren't mighty).
You may find you need to remodify certain areas such as the Barovian Cyrpt lower levels, the Demonologist temple, the Scrag caves, the Ice Queen and the Lich tower... which more or less need you to rest in between 'stages'.
Not dissing the idea... in fact is cool and a bit more realistic, more prone to promote partying etc, but I think that re-adjustment is needed.
Soren / Zarathustra217:
Well, let's see how it goes for now. Time usually flies when fighting. These durations should allow you to buff up turn/level spells when you're done resting and you'll be able to rest again once they run out. I actually consider these values pretty lenient.
ThAnswr:
--- Quote from: Helaman on June 16, 2008, 09:39:18 AM ---More realistic and cool on one hand but its a fact that some of the harder dungeons actually NEED parties to rest to regain spells, healing etc.
An 18 minute wait before proceeding to the next area in the Scrag caves or at the Demonologists is both dangerous and boring... sure we can shoot the breeze for 18 minutes... so we clear the next area and then need another 18 minute rest before the final room. Spiders will be a major challenge if you get 2 unlucky saves and your cleric is out of Lesser Restorations then you are screwed unless you have a crossbow (longbows are auto affected by lower str even if they aren't mighty).
You may find you need to remodify certain areas such as the Barovian Cyrpt lower levels, the Demonologist temple, the Scrag caves, the Ice Queen and the Lich tower... which more or less need you to rest in between 'stages'.
Not dissing the idea... in fact is cool and a bit more realistic, more prone to promote partying etc, but I think that re-adjustment is needed.
--- End quote ---
This is a puzzlement: If a cleric has limited spell slots and limited rest opportunities, how does that somehow promote partying? If anything, it's promoting soloing or partying with someone who can take care of their own needs.
My $0.02 worth.
Delphinidae:
In game I haven't seen any changes to the rest system. Will it be effective on the next update?
Navigation
[0] Message Index
[#] Next page
Go to full version